Guy who can't get more than one paragraph into any given chapter of Bruce Springsteen's book without tearing up
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trying to make a playlist for someone like oh great every song i like is bad
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the legit evilest thing about the tumblr mobile app is i'll go in and write like. a paragraph worth of words for an idea or post i want to explore later on and save it as a draft right
except when you go back in for another round of edits the app will change the button back to "post" instead of "save" like no this is NOT done cooking!!! no one is supposed to see any of this yet!!! maybe never!!!
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me vs the pain of alcoholic gastritis
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taking my old tumblr accounts and privating most shit so they can become clean slates in case i wanna repurpose them is so. bestie we are never gonna touch that account again what are you DOING
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KS Backgammon Problems (18 March 2024)
The Situation
You’re right at the beginning of the game, this time with an opening roll of 6-2. What’s the move?
The Candidate Moves
There are three potentially viable moves in this case:
24/18 13/11, splitting your back men and bringing down a builder.
24/16, running one of your back men as far outward as you can.
13/5, using a man from your midpoint to slot on your 5-point.
24/18 13/11
24/18 13/11, like most of the opening moves that both split and create a builder, is appealing because it accomplishes two useful things at once. Slotting one of your back men on White’s bar point both impedes White’s development (by putting pressure on her outer board, so she can’t safely create builders) and gives you a fighting chance to make a strong anchor on her bar point in the next few rolls. Meanwhile, the 11-point builder puts pressure on your outer board (making it harder for White to escape) in addition to its typical role of helping with point-making on your side of the board.
24/16
24/16 is more cautious, making a mad dash towards the exit with one of your back men rather than fighting for points or development. The main danger, of course, is being hit by White on the next roll; getting hit would make this play a complete waste of a roll. However, even if White misses, you’ll have to spend the next roll or two getting your escaped back man to safety. During that time, White could gain a decisive advantage in her positional strength or board development, and then you’d be in a bind.
13/5
13/5 seeks to build your inner board quickly, aggressively slotting on the 5-point in the hopes of making the point next turn. The risk of White hitting the slot here isn’t too bad; slotting on the 5-point or 4-point when your opponent hasn’t split yet can be a strong play in the opening. Generally speaking, however, it’s better to slot those points using the men on the 6-point rather than the midpoint, since the extra men on the 6-point are really only useful for making inner board points. There are exceptions, of course—if White had split to your 5-point with one of her back men, hitting loose with 13/5* would be very strong indeed—but on the whole, remember that the 6-point yearns to make the 5-point and 4-point.
The Conclusion
Alright, we’ve given each candidate its fair shake, so which one’s the best?
In this case, it’s no contest: 24/18 13/11 is the way to go.[1] It’s the perfect balance of fighting for control while also developing your position on both sides of the board.
The Rollout
The Footnotes
[1] Incidentally, if you’re at DMP in match play (a scenario which calls for much more caution than usual), 24/16 becomes a viable play; but even then, 24/18 13/11 is equally strong.
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New to backgammon? You can learn the rules of backgammon here.
For more information about the terminology and notation used here, please refer to a backgammon glossary or this blurb about backgammon move notation.
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Playing celeste again and trying to 100% it. I'm only 2 stages in and my thumb hurts from playing b-sides, but i carry on!
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